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Great game, but the similar colors between the X corporations links ( light blue) made my game take forever to find the last of the Telsa Brotherhood that was right in a bunch of my links.

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okay great game for a first try as a new dev team and as always feedback is important and if your trying for a sequel some of the ideas are good maybe more ways of like sabotage and better money system and some more nodes based around actual spots of the world like new york is a media Sydney is government and better country system based around maybe population of said country any good game takes time and research Ive done my fair share of programming not on flash or smaller engines but java an c++ etc.. but great start just a little more world accuracy for your city's and money management even a little more back story wouldn't hurt but over all good job for your first attempt glad i discovered this gem

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This good game based on risk board game combine with RTS. It is more like leaders in conflict rage war against others than being evil organization. Sending k.r.a.k.e.n is more like sending nuclear weapons on enemy to win a war. (reason: need large amount of resources to build some, money to maintain, empty nodes are silos). Overall, it is a good game but it isn't perfect yet.

Hi, thanks for your feedback :) this is our first game as dev9k team. What would you change to make it better? We're evaluating all feedback for a possible future sequel, so all feedback is much appreciated!

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I will admit, it was a bit complicated at first (maybe I'm just exhausted from 10 hour work today, my brain wants to quit on me lol) but once you pick it up it's pretty damn fun. I would work a bit more on the map, loved the icons yet the bright green could be reconsidered, as well as the music. After a while, I just wanted to just turn it off. For some reason firefox was being annoying so I had to reload a few times to get it to work. Anyways, First time I get into a game like this. I love the concept! :)

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Using Windows 7, scrolling one way or another doesn't make a difference. Worked on IE though, pretty nice game but it feels like your back line needs too much maintenance. Maybe the enemy AI should weight how far away a target is a little more by how far away from their main resources it is (South Americans kept trying to colonize Russia). There should also be a global upgrade button so that instead of looking all over the world for things to upgrade, it just takes any with a wrench and upgrades them.
Also, if you try pressing more than one arrow key at a time the system gets confused and you have to click off and back onto the game. Not sure how scripting for unity works, but I know in flash that's usually a sign of making all 4 directions part of the same operation instead of 4 separate operations. hope this helps, you're game's off to a great start.

thanks for the bug report, we'll look into it asap!
The global upgrade button was considered but then removed (could be useful on early game, but later on it would cost too much and nobody would use it then). We tried to keep a war in europe/russia to tie it with the lore introduction (and also to keep AI busy) and this was the best balance we could find between fun and not frustrating, but we'll work on that! We'll check about the arrows too! Thanks for all the precious feedback!

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need the following:
-either a very quick pause-resume system to sit and calculate-
-or instant highlighting of nodes next to me that can be taken over.
The AI is too fast and coordinated.

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I love the concept, and want to see a much richer sequel.
The amount of stuff in the background is mind boogling, and while I understand the board game's mechanics, eventually I just chose the Ninja's for the money and advanced from Africa/Australia; alot of complexity that needs to be diminished for better strategy, but I can't really come up with a method of doing that.
All in all, I liked it.

We tried a few different approaches to lower the complexity (especially for the new player who skips the tutorial) before the release but we felt that the game would have been "watered down". That's why we made the national actions not really necessary to win the game in easy/normal. We also wanted to mix better the lore between the evil organizations and some kind of quests but then the game didn't feel right, while letting you jump into the action was what we felt was better. However we really want to see a sequel in the future, too, but we still have a lot to learn about what works in conspiracy! and what doesn't: every feedback is welcome! thanks!

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Whoops! Sorry for the slow loading! A last-minute-before-the-release-introduced-bug (now fixed!) that couldn't be tested while not deployed on kongregate! Now it's fixed, thanks for reporting the bug! If you find more, please use the "report bug" link in the "Game" tab, your feedback is appreciated!